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OGL: Store shader source in OGLShader

So it can be dumped with info log when linking fails.
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stenzek committed Apr 20, 2019
1 parent bbd1ae1 commit 5c95dc61fcc11126694bfb8c963dfe418bdaa692
@@ -24,15 +24,16 @@ static GLenum GetGLShaderTypeForStage(ShaderStage stage)
}
}

OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id)
OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source)
: AbstractShader(stage), m_id(ProgramShaderCache::GenerateShaderID()), m_type(gl_type),
m_gl_id(gl_id)
m_gl_id(gl_id), m_source(std::move(source))
{
}

OGLShader::OGLShader(GLuint gl_compute_program_id)
OGLShader::OGLShader(GLuint gl_compute_program_id, std::string source)
: AbstractShader(ShaderStage::Compute), m_id(ProgramShaderCache::GenerateShaderID()),
m_type(GL_COMPUTE_SHADER), m_gl_compute_program_id(gl_compute_program_id)
m_type(GL_COMPUTE_SHADER), m_gl_compute_program_id(gl_compute_program_id),
m_source(std::move(source))
{
}

@@ -47,22 +48,22 @@ OGLShader::~OGLShader()
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
std::string source_str(source, length);
if (stage != ShaderStage::Compute)
{
GLenum shader_type = GetGLShaderTypeForStage(stage);
GLuint shader_id =
ProgramShaderCache::CompileSingleShader(shader_type, std::string(source, length));
GLuint shader_id = ProgramShaderCache::CompileSingleShader(shader_type, source_str);
if (!shader_id)
return nullptr;

return std::make_unique<OGLShader>(stage, shader_type, shader_id);
return std::make_unique<OGLShader>(stage, shader_type, shader_id, std::move(source_str));
}

// Compute shaders.
SHADER prog;
if (!ProgramShaderCache::CompileComputeShader(prog, std::string(source, length)))
if (!ProgramShaderCache::CompileComputeShader(prog, source_str))
return nullptr;
return std::make_unique<OGLShader>(prog.glprogid);
return std::make_unique<OGLShader>(prog.glprogid, std::move(source_str));
}

} // namespace OGL
@@ -16,14 +16,15 @@ namespace OGL
class OGLShader final : public AbstractShader
{
public:
explicit OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id);
explicit OGLShader(GLuint gl_compute_program_id);
explicit OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source);
explicit OGLShader(GLuint gl_compute_program_id, std::string source);
~OGLShader() override;

u64 GetID() const { return m_id; }
GLenum GetGLShaderType() const { return m_type; }
GLuint GetGLShaderID() const { return m_gl_id; }
GLuint GetGLComputeProgramID() const { return m_gl_compute_program_id; }
const std::string& GetSource() const { return m_source; }

static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, const char* source,
size_t length);
@@ -33,6 +34,7 @@ class OGLShader final : public AbstractShader
GLenum m_type;
GLuint m_gl_id = 0;
GLuint m_gl_compute_program_id = 0;
std::string m_source;
};

} // namespace OGL
@@ -291,7 +291,7 @@ bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string&
// original shaders aren't needed any more
glDeleteShader(shader_id);

if (!CheckProgramLinkResult(shader.glprogid, full_code, "", ""))
if (!CheckProgramLinkResult(shader.glprogid, &full_code, nullptr, nullptr))
{
shader.Destroy();
return false;
@@ -374,8 +374,8 @@ bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, const
return true;
}

bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vcode,
const std::string& pcode, const std::string& gcode)
bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string* vcode,
const std::string* pcode, const std::string* gcode)
{
GLint linkStatus;
glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);
@@ -393,9 +393,13 @@ bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vc
StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
File::OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (!gcode.empty())
file << s_glsl_header << gcode;
if (vcode)
file << s_glsl_header << *vcode << '\n';
if (gcode)
file << s_glsl_header << *gcode << '\n';
if (pcode)
file << s_glsl_header << *pcode << '\n';

file << info_log;
file.close();

@@ -573,7 +577,10 @@ PipelineProgram* ProgramShaderCache::GetPipelineProgram(const GLVertexFormat* ve
if (!s_is_shared_context && vao != s_last_VAO)
glBindVertexArray(s_last_VAO);

if (!ProgramShaderCache::CheckProgramLinkResult(prog->shader.glprogid, {}, {}, {}))
if (!ProgramShaderCache::CheckProgramLinkResult(
prog->shader.glprogid, vertex_shader ? &vertex_shader->GetSource() : nullptr,
geometry_shader ? &geometry_shader->GetSource() : nullptr,
pixel_shader ? &pixel_shader->GetSource() : nullptr))
{
prog->shader.Destroy();
return nullptr;
@@ -77,8 +77,8 @@ class ProgramShaderCache
static bool CompileComputeShader(SHADER& shader, const std::string& code);
static GLuint CompileSingleShader(GLenum type, const std::string& code);
static bool CheckShaderCompileResult(GLuint id, GLenum type, const std::string& code);
static bool CheckProgramLinkResult(GLuint id, const std::string& vcode, const std::string& pcode,
const std::string& gcode);
static bool CheckProgramLinkResult(GLuint id, const std::string* vcode, const std::string* pcode,
const std::string* gcode);
static StreamBuffer* GetUniformBuffer();
static u32 GetUniformBufferAlignment();
static void UploadConstants();

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